#version 450
#extension GL_KHR_vulkan_glsl:enable

layout(binding = 0) uniform UniformBufferObjecet{
	mat4 model;
	mat4 view;
	mat4 proj;
} ubo;

layout(location =0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;

layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;

void main()
{
	gl_Position =  ubo.proj * ubo.view * ubo.model * vec4(inPosition,1.0);
	fragColor = inColor;
	fragTexCoord = inTexCoord;
}